Legend of Zelda Adventure System: Notes on Magic

One of my favorite things to tinker with in an RPG is the magic system. Ultimately, the goal of any tabletop game mechanic should be effectiveness and simplicity. But unlike combat mechanics, there are innumerable ways for a magic systems to achieve those goals. Combat is real, and a lot of people who play RPGs have even studied it. You can’t pull wild made-up ideas about fighting out of thin air, because everybody will recognize that those ideas don’t model reality. You have some leeway, but on a fundamental level, a combat system needs to be grounded. But magic doesn’t exist.

Magic can come from anywhere, be accessed via any method, and have any side effects the designer wants. Ultimately it still needs to be effective and simple, but the paths a game can take to reach that goal are nearly limitless. Magic can be born of nature spirits which must be asked for their spells, or it can come from pacts with demons who demand sacrifice in exchange for power. Magic can be an elemental force which speaks to a chosen few, or it can be ‘glitches’ in the universe which the intellectual elite have learned to exploit.

In the Zelda series, the source of the world’s magic is never explained. Ocarina of Time touched on the subject with the history of the three goddesses. But the LOZAS project is focused on the games which came before that, so I’m not taking it into consideration here. An argument could be made that the Triforce itself is the source of magic, but it seems more likely to me that the world is inherently possessed of mystical energies. I’m not sure if I’ll choose to add more flavor to that myself, or if I’ll leave the specifics for individual game masters to tinker with. But since the ‘fluff’ has already been taken care of–albeit ambiguously–I’ve focused my attention on creating solid mechanics for the game’s magic. Mechanics which hopefully capture the feeling of Zelda spellcasting, without resorting to a point tracking system. That would be too much bookkeeping, I think.

Before diving into the magic system in full, however, I need to explain a little bit about how the ability scores and ability checks currently function. There are three abilities: Body, Agility, and Wisdom. When generating a character, each player rolls 2d10 three times, and arranges the resulting numbers between their three stats as they choose. I like using two dice rather than three, because it makes both high and low scores more common, which seems appropriate for the dramatic style of a Zelda game. Once the scores are arranged, each player gets 2 points which they can place in any of the abilities they like. So the maximum a player can have in an ability score is 22, and if they have a 22, then it’s the only maxed they can have, since there are no opportunities to increase ability scores after character creation.

Ability checks are handled OD&D style. The player rolls 1d24 and if the result is less than or equal to the relevant ability score, then they succeed. If their roll is greater than their ability score, they fail. In the event that the player doesn’t want to use a d24, they can always use 1d12, and flip a coin to see if they add 12 to the result. I could write more about why I’ve chosen to set the game up this way, but it’s not particularly relevant to explaining how the magic system works.

There are two types of magic players can access in the Legend of Zelda Adventure System. The first comes from magic items, which anyone can use. The rod of fire, or the cloak of invisibility for example. These items draw upon the magical energies within the wielder to power their spells, but the knowledge of how those spells are cast has been crafted into the item itself. The item is casting the spell, and merely leeching off of the untrained mystical powers of the wielder. After an item has been used, a non-sage must roll a wisdom check. If they fail, then their magical energies are drained and they must restore them either by consuming a potion of magic, or by resting for 8 hours. If they succeed on the check, then they still have enough energy to continue casting without rest. For as long as a character continues to succeed on wisdom checks, they continue to find reserves of magical power within themselves.

Sages, the game’s primary casters, have a little more access to magic than other classes do. At first level they learn 2 spells from the sage spell list, and they learn one spell each level after that. At the maximum level of 10, that’s a total of 11 spells. Sages are able to cast a number of spells per day equal to twice their level. So a first level sage will know 2 different spells, and can cast 2 spells on a given day. While a 10th level sage will know 11 different spells, and be able to cast 20 spells per day. After a sage casts their final spell for the day, they make a wisdom check just as other classes would after using a magic item. If they fail the check, they are drained and cannot cast any more that day. If they succeed on the check, then their last spell slot for the day is not spent, and they may use it again later. They may continue casting spells in this manner for as long as they succeed on wisdom checks.

Sages can also make use of magic items, as other classes do. Like other classes, the sage makes a wisdom check after they use the item. If they succeed, then their spellcasting ability is unaffected. If they fail, then using the magic item expends one of their spell slots for the day. When a sage uses a potion of magic, it restores half of their total spellcasting ability for the day.

In addition to their greatly expanded spellcasting ability, sages are able to use “spell crafting.” Using spell crafting, the sage’s player describes to the GM a minor modification they would like to make to one of their spells. For example, the spell, “Conjure Plank,” creates a 10ft long, 3ft wide plank which appears in front of the sage. An example of a minor modification would be to make the plank 12ft long, or to cause it to appear in a specific place about 30-60ft away from the sage. After the sage has described the modification they’d like to make to the GM, the GM uses their own judgement to determine whether or not the alteration is minor enough to work. If it is, then the sage should make a spell crafting check.

To do this, the sage rolls a wisdom check. For particularly easy or difficult spellcrafts, the GM is encouraged to announce bonuses or penalties to the sage’s roll. If the roll is a success, then the spell works as intended, and one spell slot is lost. If the sage has no more spell slots for the day, then after a successful spell crafting attempt they are considered fully drained and unable to cast again. If the check fails, then the spell fizzles. It may function incorrectly, or simply nothing happens. Regardless, the sage still loses their spell slot as if the spell had succeed. It should be noted that spell crafting is not permanent, but only affects one specific casting of the spell.

Sometime in the next few days I’ll share a spell list for the Sage, to give you an idea of what kind of magic players will be able to access in the game.

What I Need to Improve on as a Game Master

I work hard to be the best game master that I can, and if I do say so myself, I’m not too bad at it. My groups always seem to have a lot of fun, or at least enough fun that they’re willing to return to my table. Plus there’s the few hundred people who seem to think I’m interesting enough to warrant reading this site, so I figure I can’t be failing completely. Unless a lot of you are just google bots and image wranglers.

…damnit, that’s exactly what you are, isn’t it?

Regardless, I believe that a person should always look for ways to improve, and I need to improve as a GM in more ways than I’m comfortable admitting. I rarely come away from a game session without feeling as though there’s something I could have done much better. I am honestly embarrassed to admit to some of these flaws, and I questioned whether or not I even wanted to share this post. But I also believe that the best kind of writer is one who is brutally honest. Especially regarding themselves. So here we go;

I wet the bed into my teen years.

There. Everything after that should be easy, right?

Consistency is a big personal battle for me, and my failure to be consistent has often affected my GMing in numerous ways. The extent of my preparations, for example, varies wildly. Occasionally I’ll come to a game with ten or twenty pages worth of notes, but more often I’ve got maybe a page of sloppily assembled chicken-scratches. I have a terrible habit of letting other concerns get in the way of my game mastering responsibilities.

Fortunately, or not, my greatest strength as a GM is improvisation. I can pull a varied and interesting game out of thin air without too much effort. But I think this ability can become more of a crutch than a boon. Even the best improvisations are rarely consistent with games I’ve run in the past. Players start to notice little oddities: “If half of the villagers have disappeared, shouldn’t there be empty houses we can stay in? Why do we need to stay in the mayor’s spare room?”

Perhaps my worst inconsistency is in my scheduling of games. I often put off arranging the next game session, because I find social situations so draining. It’s strange that someone like myself, who always feels exhausted after spending an extended amount of time with people, would be so attracted to a game that is inherently social. I’m a walking contradiction, apparently.

Overland Travel has been a weakness of mine for years. The way I handle it did vastly improve when I began mapping my overworlds with hexes. But drastically improved does not mean good enough. I still truggle with basic elements of presentation. I currently have my players indicate how they’d like to travel on a hex grid, and I fill in the blanks as they do so. Not only is it a waste of time to have me filling in hexes, but I hate that my current method has players interacting with a grid, rather than using their imaginations to create the environment for themselves.

I’ve been reading a series of posts written by The Alexandrian on this subject, which address many of the issues I’ve had with running hex crawls. Hopefully after tinkering with it, and trying to run a hex map according to his guidelines, I’ll have a firmer grasp of how a game like that should function. I would like overland travel to be one of the highlights of my games, where adventure hooks lurk behind every hex, and players can spend an entire session being entertained by a lengthy journey. I’ve been able to capture some element of that in my games so far, but I want more.

Economies in my games never make much sense. Going back to the problem with consistency, there’s rarely a set buying power for a gold piece, or any real gauge on how common it is. When my players approach their wizard friend and ask for a completely reasonable magic device that they should be able to acquire (but for which there is no precedent),  I come up with a price that ‘seems right.’ Only later do I realize that I’ve significantly over or underestimated the item’s value. I also have a bad habit of being a great deal more generous with treasure than I ought to be, because I’m worried about keeping my players engaged in the adventure if they don’t feel suitably rewarded.

Yes, I know that’s ridiculous.

Focus isn’t something I even realized I was failing at until recently. I started making audio recordings of my games, and realized that my group and I spend a lot of time chit-chatting during game sessions. Worse: more often than not those tangents originate with me. Time for a big surprise: I like the sound of my own voice. You could make the argument that so long as everyone is having fun, it’s not really a problem. But, having played in Brendan’s OD&D game, I’ve seen how much better the game is when everyone keeps their attention on the game. Brendan does a great job of gently guiding everyone’s focus back to the game when it strays. In that way he’s provided a model for me to learn from.

Traps are my weakness when it comes to dungeon crawls. Otherwise, I think I do a pretty decent job of making dungeons work in my games. But when it comes to traps, I’ve never been able to pull them off satisfactorily. Either they’re so non-threatening as to be boring, or they’re so deadly as to be cheap. In part, I blame the game systems I’ve GMed for this one: D&D 3.X and Pathfinder. Skill checks are not a very fun way for a player to search for traps, nor are disable device checks a fun way to get rid of them. I covered this a bit in my skills analyses of both perception and disable device. However, having now played in Brendan’s OD&D game where traps are handled properly, I feel as though I have a better understanding of what makes them fun, and why I’ve only had limited success with them in the past. I guess here, again, Brendan has provided a model to help me improve my own GMing. Thanks!

Low Magic eludes me. I dislike fantasy settings where magic serves as technology. It can be fun now and again, but the world is much more interesting when magic is rare. Yet I always seem to end up in high-magic games. I’m not quite sure how it happens. One minute there’s only one wizard in the area, and he’s a crusty old curmudgeon. The next moment I’ve offhandedly mentioned to my players that there’s a wizard’s college in the capitol city. Fuck! Butter luck next campaign.

There you have it. My biggest failings as a GM. Hopefully I can get them sorted out soon and move on to more minor issues with my style.

Legend of Zelda Adventure System: Notes on Combat

I would like for the LOZAS system to be a paradigm example of simplicity in motion. Combat in gameplay should move  quickly, because combat in the source material moves quickly. Hacking and slashing your way through a room full of enemies is part of a Zelda-style adventure, but it rarely takes center stage. When it does take center stage, it can be an intense experience, but rarely a long one. My goal, then, is to build a simple and easy to run combat system which can still model complex tactics. Combat should be fast, but that doesn’t mean it should be easy.

In approaching this aspect of the game’s design, my thinking is to start simple. First, figure out how the bare bones of combat will be handled, then add in the core mechanics I want to use for the game. Once those two elements are in place, I’ll call it done until playtesting shows me that something more is needed. And if that happens, my first question for myself will be “Was the GM able to handle it?” If so, are additional rules really needed?

A basic attack roll will be handled by rolling 1d20 against a target number. Since I’m trying to create a numerically simple game without too many bonuses or penalties for players to keep track of, the maximum armor class will be pretty low. Likely somewhere between 18 and 24. If the player rolls a 20 on their attack roll, it is an automatic hit. If a 20 would have hit anyway, then it is a critical hit as well. Upon a critical hit, the player doubles the number of dice they roll for damage. GMs are also encouraged to make critical hits–both for and against the players–memorable. Not through painful attempts at florid prose, but by having the hit affect the battle in a more significant way than simply causing extra damage. A broken weapon or bone, a scar, losing a finger; any of these would be appropriate.

Called shots will be a central mechanic in the game. I discussed this in detail not too long ago so I won’t re-tread that ground here. Essentially speaking, the players are encouraged to declare that they are attacking a specific part of the creature, such as an arm, or an eye. The GM makes a ruling on the spot regarding the difficutly of this maneuver, and tells the player that it will be Easy, Moderate, Difficult, or Nearly Impossible. Only after hearing how difficult the attack will be does the player decide whether or not they’d like to attempt the attack. If they do, standard critical hit rules apply. Some creatures may be particularly strong or weak on different parts of their bodies.

Battle Maneuvers cover a large range of different things. If a player would like to trip their foe, or attempt to break their opponent’s weapon, or try to blind their opponent by throwing dust in their eyes, then both the attacker and the target make opposed battle maneuver checks. This is a 1d20 roll, with the individual’s battle maneuver score added to it.

The battle maneuver score is calculated by taking both a character’s body and agility score. For each score, 11 counts as 0, while any number higher than 11 adds +1, and any number lower than 11 adds -1. So a body score of 14 would grant a +3, while a body score of 9 would confer a -2. Once both body and agility have been calculated in this manner, add the two numbers together, and this is the character’s battle maneuver score.

Anything a player wants to do within combat is either an action, or a non-action. Things such as talking, dropping an item or drawing weapons are non-actions. They do not require a significant amount of time or attention, and so they do not use up a player’s turn. Whereas things such as moving, swinging a weapon, throwing an item, using a special ability, attempting a battle maneuver or casting a spell, all count as actions. Each player is allowed to make 2 actions during their turn. So on a single turn, a soldier could move their full speed twice, or they could move their speed once and attack, or they could attack twice.

Regarding movement, I see no reason to handle it differently than the way Pathfinder did. Hylians (the game’s only playable race) move at a default speed of 30ft per action, and each square on a battle grid will represent 5ft. I like the system and it works well enough. However, it’s important that the game can be run without a battle mat as well. Grids are useful for tactical battles, but for games played over the internet (which are increasingly popular) they can be more of an inconvenience than they are worth. Running a game without the mat is usually just as simple as choosing not to use a mat, but I would like to create a subset of rules which allow players to benefit from their character’s speed even when a mat is unavailable.

On that note, I’ve always felt as though Pathfinder was missing an opportunity by keeping movement speed largely static. The ability to move an extra 5 ft represents an interesting tactical advantage in combat, and the reverse is an interesting disadvantage. Different movement speeds will play a more pronounced role in this game than I’ve personally seen in other games.

Initiative will be handled in an OD&D style, because as I’ve mentioned, I quite like it. A ‘designated initiative roller’ will roll 1d6 for the party, while the GM will roll 1d6 for the monsters involved in the combat. Whoever wins the roll will go first as a group, followed by the group who failed the roll, after which initiative will be re-determined. GMs are encouraged to offer minor initiative bonuses or penalties to groups who put themselves in a particularly good bad position at the end of the round.

GM rulings and on-the-fly modifiers are very important to the LOZAS combat system. Game masters are encouraged to allow characters to make extra actions, give penalties or bonuses to any type of roll, or otherwise modify the rules during play. This is not a subversion of the game’s rules, or a type of haphazard house-ruling, it is an essential part of making the system work correctly. The mechanics above provide combat with structure. The die rolls inject the simulated battle with chaos. The rulings of the GM provide the final piece, by rewarding or punishing the player’s tactics.

For example, there are no attacks of opportunity written into these rules. None the less, there may be times when a player or an NPC will leave themselves vulnerable to an attack. If a player is engaged in a duel and chooses to turn tail and run in the opposite direction, their foe should be given an opportunity to attack them as they flee. No rule covers this eventuality, but GMs are encouraged to take advantage if they feel it is appropriate.

Page by Page: Gary Gygax’s DMG Part 7

Wow, it’s been almost two months since I updated the Page by Page series! I’d like to apologize to those who have been following this one. I really let it get away from me without noticing. This is the seventh installment of my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “Special Types of Attacks” on page 70, and continues to the end of page 79.

To recap:  This is not a review of the DMG. I am not attempting to evaluate its quality, nor the quality of the AD&D system. I am merely going through the book as a modern gamer, learning about the roots of RPGs, and making note when I see something surprising or interesting, or something which could be adapted for modern games.

Attacks With Two Weapons: I found this a little odd. “Characters normally using a single weapon may choose to use one in each hand (possibly discarding the option of using a shield).” The way I read that, it sounds as though characters who choose to dual wield might need to give up using their shield, but might not. Would they somehow wield two swords and a shield at the same time?

I’m not entirely sure what Gygax meant by this, but I find the imagery amusing. Perhaps he was making allowances for forearm mounted bucklers which don’t cover the wielder’s hands? Those existed, right?

Breaking Off From Melee: Whaaaaaaaaaaaaaaaaat? Attacks of opportunity? In my first edition? Apparently it’s more likely than I thought! I realize this isn’t exactly as comprehensive as the AoO in 3.x/Pathfinder, but it functions in much the same way. For so long I’ve heard old-school players complain that attacks of opportunity are part of the needless complication of the modern game’s battle system. And yet here I find pretty much exactly that. How curious!

Monk’s Open Hand Melee: I like this idea a great deal: a monk’s unarmed damage is only really functional against human sized, human-weight opponents. It recognizes the limitations of the human body, thus preventing monks from becoming wholly supernatural beings as they are in Pathfinder. Unfortunately, the way this limitation is notated is awful. Listing a max height and weight in the first place is too much work for the GM. I much prefer the kind of size categories seen in Pathfinder. And then, on top of that, to have the max height and weight increase incrementally at each level, two inches by two inches, is just obscene in my humble opinion. What is the difference between a 6’6″ humanoid and a 6’8″ humanoid?

I do quite like that undead who cause negative effects by touching their foes will inflict that effect on a monk who punches them. Gary seems to have envisioned the monk as a very interesting, but still grounded class. Using your fists as weapons has advantages, but there’s no attempt to make a monk’s fists as effective as a sword could be in the name of balance.

Actions During Combat And Similar Time-Important Situations: There’s a lot that I dislike about this section. I can understand and enjoy a game where the GM curtails excessive strategist by having events move forward around the players. Brendan frequently does this in our weekly OD&D game, and it keeps us from getting off track. It also adds a sense that the game is happening in real time, which is fun. Here, though, Gygax seems to recommend penalizing even slight hesitations on the player’s part. As a player, I try not to waste anyone’s time. But sometimes I need a moment to decide what I want to do on my turn, and I’d prefer not to be pressured into acting immediately.

But really, that’s just a nitpick compared to this passage:

In a similar vein, some players will state that they are going to do several actions, which, if allowed, would be likely to occupy their time for many rounds. For example: “I’ll hurl oil at the monster, ignite it, drink my potion of invisibility, sneak up behind it, and then stab it in the back!” How ambitious indeed. Where is the oil? In a pouch, of course, so that will take at least 1, possibly 2 segments to locate and hurl. If the potion is in the character’s back pack, 3 or 4 segments will be taken up just finding it, and another 1 segment will be required to consume its contents. (See Drinking Potions.) Now comes the tricky part, sneaking up. Assuming that the potion has taken effect, and that our dauntless character has managed to transfer his or her weapon back to his or her hand (for certainly all the other activity required the character to at least put the weapon in the off hand), he or she is now ready to creep around the fringe of the combat and steal up behind the foe to smite it in the back. If the space is not too crowded (remember, his or her friends can’t see the invisible character either) and the monster not too far away, the time should only amount to about a round or so. Therefore, the character’s actions will fill something over two complete rounds.

As DM, simply note these actions, and begin them accordingly. Then, when the player starts to give instructions about additional activity, simply remind him or her that he or she is already engaged in the former course, and that you will tell him or her when that is finished and new instructions are in order.”

No. I’m sorry, Gary. I love you, but that’s dickish GMing. To simplify the advice being given here: sometimes players will not understand the limitations of an action. If that happens, act as though they can do what they said they want to do, then pull the rug out from under them on their next turn.

Perhaps I’m misunderstanding what is being prescribed here. Maybe all Gary is saying is that the GM should be prepared to enact a player’s plans over the course of multiple rounds. If that’s the case, it’s a little bit odd, but whatever. Perhaps I don’t have a sufficient understanding of how combat works in AD&D. But this just doesn’t come off as good advice to me.

Example of Melee: For some reason, this is way more interesting to follow than any of the play examples I’ve read in modern books. Go figure.

Non-Lethal and Weaponless Combat Procedures: I like the idea that attacking players and defending players each get to roll a secret die, and then choose whether they’d like to apply it as a bonus/penalty to the “to hit” roll, or if they’d like to apply it as a bonus/penalty to the “damage” roll. That makes good sense to me as part of brawling combat. When somebody is kicking you in the balls, you can either bring your leg up to block it, or you can cup your hands over your balls and hope for the best.

Though, may I just say, this is more complicated as the grappling system in D&D 3rd edition. That system got a lot of grief, and rightfully so, for being obtuse and difficult to remember. But There are nearly two full pages about grappling here. None of this looks any easier or more enlightened than the mess which was 3rd edition grappling.

Thank goodness for Pathfinder’s combat maneuvers!

Combat Tables: Tables, tables, tables, tables, tables, tables, tables. On and on, from page seventy four through page seventy nine, filled with matrices to determine how difficult something is to hit.

I don’t like excessive matrices. They just strike me as poor design.

System In Progress: LOZAS

My ladyfriend is 3 years younger than I am. It’s a little strange for me, since most of my relationships in the past have been with older women. And though the difference in our numerical ages is small, it sometimes feels as if those few years belie a massive generational gap. Particularly with regards to vidya games. My first  console was an NES, while her was an N64, how does that even happen? The poor whippersnap missed the greatest era of gaming: the one I grew up with! I often become frustrated when I make a funny reference, only to realize she probably never used the Konami code, or blew dust out of a cartridge, or heard of games like Doki Doki Panic!

So what in Oerth does this have to do with tabletop RPGs? I’m getting to that. Be patient, geeze.

Recently, because my ladyfriend is pretty cool, she asked me to recommend an oldschool game. Probably because she was impressed by all those cool jokes she’s too young to laugh at. I considered carefully which game would be a good introduction for her, and unsurprisingly settled on my favorite of all time; The Legend of Zelda: A Link to the Past. That game has had a defining impact on my life. It shaped my views on fantasy settings, and informed my opinions about what it means for a game to be ‘good.’ It’s the first game I ever wholeheartedly fell in love with, and that love is part of what originally led me to pursue writing. Hells, the “L” in my monicker stands for “Link,” and I’ve been known by that name for almost half my life. Even ignoring all of the personal value the game has for me, it’s still one of the most polished, well-designed games I’ve ever encountered. And since my ladyfriend is already a fan of the later Zelda titles, it’s about time she was introduced to a proper dark-haired link, rather than the boyband reject seen in more recent games.

Maybe it’s just nostalgia, but I think the game is best when played on the Super Nintendo, with that fantastic controller. But before I set her up with the cartridge, I thought I should take a look at it. The last few times I played through LttP I was either using a game boy, or an emulator. Because of that, my SNES copy hadn’t been used in a few years, and I remember experiencing some audio glitches the last time I played it. Plus, with the game being over 20 years old, I worried that the battery wouldn’t be able to hold a save any longer. So I drew the cartridge from its shelf, gently cleaned the connectors with alcohol, nestled it into the console’s bosom, and flipped the big purple power switch up with a satisfying “clack.*”

Yes. That is me. Dressed as Link for Halloween. I was a cool kid.

Yeah, she hasn’t gotten a chance to play it yet. I’m on the second-to-last dungeon in the game and having the time of my life. But again, what does this have to do with tabletop RPGs?

Well, one evening after I’d been playing, I was in bed with a notepad. I began to lazily jot down notes for a Zelda tabletop RPG rooted in the spirit of the pre-Ocarina of Time games. Those random notes quickly evolved into a project which I’ve dubbed the Legend of Zelda Adventure System, or LOZAS for short. It’s what I’ve been blathering on about for the past week. I originally didn’t want to be open about the source material I was working with, in part because I didn’t want to feel obligated to finish it. But it’s become clear to me that I want to take this seriously, so there’s no point in being subtle any longer. Though I don’t know if it actually counts as subtle, since I’ve been tweeting about ‘my zelda system’ every 15 minutes.

I confess, I feel more than a little arrogant announcing that I’m trying to adapt one of the most celebrated games of all time to tabletop. Who the fuck am I? I’m an untested, aspiring game designer. To be perfectly frank, I don’t think I’m up to the task. Oh, I’ll do my best, and I’ll finish the game, and maybe some people will like it. But this is just a goofy little project I started working on for my own amusement. When I do eventually finish LOZAS, it will be the first game I’ve ever designed from the ground up. And like any ‘first,’ it’s probably going to be terrible. But it will be a labor of love, and I can only hope that will help mask some of my inexperience.

So now that I’ve wasted 786 words telling you what the project is and how I came to work on it, why don’t I share a little bit about how the game is shaping up and what my goals are? That way future posts referencing the LOZAS system can at least have some context. While my list of goals is extensive, each one descends from this single goal:

Recreate the style and ‘feel’ of A Link to the Past in a tabletop environment, without forcibly including elements which are not well suited to tabletop play.

Given that, the question becomes: what is the style and feel of LttP? Exploring that question has been an ongoing process as I work on the game, but I do have my thoughts:

Dungeons Zelda games are about dungeons. Even though every game in the series has lots for the player to do outside of dungeons, the underworld is where the real meat of the game can be found. It’s where the player encounters the most varied enemies, finds the most interesting treasure, fights bosses, and achieves the most important quest-progressing goals. As such, the game will be geared towards exploring dungeons. Hyrule is an ancient land, where many forgotten kingdoms have made their home. It is riddled with dozens, hundreds, or perhaps even thousands of underworld citadels just waiting to be explored by heroes.

While dungeons can vary wildly, most dungeons will contain the following elements:

  • Lots of monsters.
  • Lots of traps.
  • Lots of treasure.
  • A wondrous item (discussed further below).
  • A heart container (discussed further below).
  • A Great Monster.

Great Monsters are special creatures within this world. In game terms, you would call them bosses. However, within the setting, they are monsters who have acquired an immense amount of power. They did this either by defeating their fellow monsters and rising to the top of the food chain, or by forging an alliance with a great evil being. Upon defeating a great monster, all the heroes who were involved in the combat gain a level. Defeating great monsters is the only way to advance in level in this game. There are no experience points.

Characters There are two big things about A Link to the Past which do not translate well to a tabletop environment. First, not every adventure can be set in motion by Zelda being kidnapped. Second, not every player can be Link. The former problem is up to the GM to solve, but I hope to give GMs a useful toolbox with my methods for creating dungeons and great monsters. The latter problem, however, is all on me.

Long story short, I’ve determined that the game will use only three classes. The Adventurer is the closest of the three to what Link would be. It’s a class with respectable fighting skills, but which focuses on special abilities. An adventurer can leap across long gaps, climb walls quickly, move without making any sound, etc. Soldiers focus purely on physical combat, and receive bonuses to their attack, damage, critical range, armor class, and battle maneuver score as they increase in level. Sages are the mystics of the game, and probably the class I currently find most interesting. At each level, the sage can permanently add one more spell to its repertoire. I’m doing my best to balance the spells at about the same power level, so that there will be no need for multiple “spell levels.” Each time a spell is cast, the sage must roll an ability check. They are currently allowed to fail the check a number of times per day equal to their level, after which they must rest before they can cast again. Though I worry this may become tedious at higher levels, even with a current max level of 10.

Numerical Simplicity There aren’t many bonuses or penalties in a Zelda game. Sure you might get an upgraded sword or new armor now and again, but the rest of your equipment provides a unique function rather than improving the effect of a function which already exists. So far, the only bonuses and penalties which currently exist in the game are either determined at character creation, or by a character’s class as they level up. The game will employ an maximum AC, and even at high levels health will likely be pretty low for most creatures. So including a lot of +1 items would just make the game messy. Instead, the game should be filled with items like a magic grappling hook which always finds something to latch onto, or a magic glove which lets you see through any wall you touch.

Heart Containers One of the staples of every Zelda game is heart containers. The player begins the game with 3 life. By defeating bosses, the player can gain heart containers which increase that life by 1. Minor as it may seem, I think this is a great idea to use in the game. A sword to the chest kills a great knight just as surely as it would kill a peasant. However, by delving into dungeons, adventurers can find magic items which absorb into their body, allowing them to survive wounds which would kill most people.

Those are some of the larger ideas which come to mind now. I’m sure I’ll continue to write about this project as it progresses.

*Seriously, why in the world did the SNES have such a loud power switch? It was as though Nintendo was trying to alert your parents of when you were playing rather than doing your chores.

Are Zocchi Dice Viable?

Upon going through my budget for the month I realized I had some spare money to spend on toys. After ordering a hardback copy of ACKS, as well as a kickass shirt, I decided to take care of something which was long overdue. I hunted down, and purchased, a set of Zocchi dice. For the uninitiated, Zocchi dice (named for their creator, Lou Zocchi) are role playing dice which are funnier than the funny dice we’re all used to. Every tabletop gamer quickly becomes well acquainted with the standard set: d4, d6, d8, d10/d%, d12, and d20. A full set of Zocchi dice includes a d3, d5, d7, d14, d16, and a d24. Mine arrived a few days ago*, and I’m rather in love with them. I think my girlfriend is getting really frustrated by the incessant clattering of my d5, as I roll it over and over again to marvel over the way it consistently lands on its edge. It doesn’t look like it should, and yet it does!

Long time readers may recall that I have something of an obsession with randomization, so gaining access to different ranges of numbers I can randomize is exciting. I will admit that zocchi dice lack some of the beauty inherent in regular polyhedrons, but in my opinion, they make up for that lack of inherent beauty by being examples of the beauty which is human ingenuity. Seriously, that d5, mang. It mystifies and fascinates me. I also have a more utilitarian need for the dice, since Dungeon Crawl Classic (which I received as a birthday gift) utilizes a full range of Zocchi dice, as well as a d30 (which I also purchased). Furthermore, while fiddling with the mechanics of the RPG system I’ve been working on, I’ve concluded that part of the game will work best if a d24 is used.

I think the last week’s worth of posts have referenced that project. I guess it’s pretty easy to tell what has inspired me to write recently. But after all of this talk, I’m going to look like a real dick if I’m not able to deliver, wont I?

The decision to include a d24 in my game has given me pause. While I have no delusions of grandeur about my project, I do hope I’ll be able to share it someday and get feedback from others. As it stands, this will be my first full-fledged attempt at game design. It’s hard enough to get people to pay attention to a sourcebook written by an untested designer. If people need to buy a new die to play the game, will they even bother? I wonder how Gygax and Arneson felt when they created a game which required a 20 sided die way back in the ’70s.

The relative success of DCC RPG would seem to imply that there is a market for games using non-standard dice. After all, the designers of DCC were able to get a wide release for not only one hard cover sourcebook, but a special edition as well. Given that, I have no doubt that it’ll be easier to release a game using Zocchi dice now than it would have been before. But I still wonder if I can get away with putting such a game out there, without it being completely ignored. It doesn’t help that a complete set of these dice is a pain in the ass to find.

I put it to you, readers: would you buy Zocchi dice if a game you were interested in required them? If you aren’t willing to buy the dice, would you be willing to play the game using standard dice to model the appropriate ranges? You could always replace a d24 with a d12 and flipping a coin. (heads is normal, tails add 12 to the result).

*My set, oddly, is missing the 7-sided die. Further research indicates that Game Science (Zocchi’s company) does not produce d7s using the same style or materials that they use to produce their other dice. I couldn’t figure out why this is, however, so if anyone has information I’d love to know!

Merciless Monsters V: LOZAS Skeleton and Popo

If you haven’t yet, there’s only today and tomorrow left to fill out the first annual Papers & Pencils survey! It honestly means a lot to me, so if you enjoy the blog, and you have a couple minutes, I would really appreciate your time!

It’s been a long while since I made a Merciless Monsters post. The Draugr were all the way back in March, and my only attempt since then was when I adapted Telecanter’s work in April. For awhile after the Draugr, I avoided writing another MM because they took so damned long to get done. Then I had my big rant denouncing Pathfinder’s complex methods of stat block creation. Since then I haven’t really been sure about how to approach making monsters. I figure I ought to come up with my own style of Pathfinder-compatible statblock which allows monsters to be built faster, but I haven’t gotten there yet.

So instead, I thought it would be fun to waste everyone’s time by working out some of the monsters for my in-progress LOZAS system. Below are two of the monsters which will appear in that game, built using the current iteration of the rules. First is the Skeleton, which I’ve included to serve as a connection between the tried-and-true (skeletons in fantasy RPGs) and the new-fangled (the LOZAS system). The other creature, which I’m currently calling a Popo, is a little more unusual, and to my knowledge hasn’t appeared in a tabletop RPG before.

None of these rules are quite pinned down yet, so these creatures may end up changing before I’m done. I’ve also added some commentary to the statblocks, to explain my reasons for making certain choices. Despite my joke above, I hope you find this enjoyable rather than annoying. The survey isn’t over until tomorrow, but a lot of people have noted that they’d like to read more about my amateur game design.

Skeleton

HP 8
AC 20
Body 10; Agility 26; Wisdom 3
Speed 40
Special Protection: Skeletons take no damage from piercing weapons unless it is a critical hit.
Special Weakness None
Attacks Claw (+5/1dmg); Throw Bone (50ft)(+8/1dmg)
Special Moves

Disengage: As an action, the skeleton may leap straight back 20-50ft. If there is a wall within that range, the skeleton is not harmed by colliding with it, instead gracefully sliding down the wall to land at the bottom.

Stealthy: A sneaking skeleton is able to move with complete silence, and hide itself within deep shadows. While sneaking, a skeleton can move at full speed. While hiding in deep shadows, it must remain still while it is being observed, or it will be revealed.

Description With magically animated joints the skeleton glides silently across the stone floors of a crypt. While the creature was once a person, all flesh and humanity have been stripped from it, leaving only a collection of bones with a fervent desire to harm the living. Skeletons are created either by powerful and evil sages, or by the sheer evil presence of a monster even more merciless than itself.

Tactics Skeletons much prefer to fight from range, breaking off spare bones from their rib cage and throwing them with deadly accuracy. If a skeleton ever ends up in melee range, it will sometimes attack with its claws, but its immediate reaction is to leap straight backward. Skeletons are not very bright creatures. They’re barely more than an automaton, with only a rudimentary understanding of friend & foe, and not much ability to think ahead. Clever players could potentially trick a skeleton into using its disengage ability to take a blind leap into lava, or some other dangerous substance.

Design Notes In this game, the the range of human ability can go as low as a score 2, and as high as a 22. Given that, the skeleton shown here has an average body score, extremely low wisdom score, and supernaturally high agility score. Lacking the constraints of flesh and sinew, skeletons are more flexible and fast than the world’s greatest gymnasts and runners. I’ve never liked the portrayal of skeletons as level 1 cannon fodder, possibly because of my love for the 1963 film Jason and the Argonauts. My hope is to make them a little more menacing in this game.

While individual GMs are free to run the skeleton however they like, obviously, I thought it would be fun to play up the graceful aspect of the skeleton, making it a quick, stealthy foe. I particularly like the idea of skeletons being able to avoid melee range, thus allowing them to force their foes to use arrows–which they are immune to.

Popo

HP 2
AC 12
Body 16; Agility 11; Wisdom 5
Speed 30
Special Protection: None
Special Weakness None
Attacks Constricting Barbs (Auto-hit on entangled foes/1dmg)
Special Moves

Entangle: If a popo enters the same space as a target, then that target becomes entangled. The target cannot move until the popo is either killed or shaken free with a successful agility check. Once entangled, a target is vulnerable to the popo’s Constricting Barbs attack, which does not require any attack roll.

Description ‘A multicolored mass of wriggling tentacles with no other recognizable anatomy” is the simplest way to describe the popo’s appearance. While primarily colored in shades of orange and purple, a popo’s tentacles can fall anywhere on the color spectrum. The creature uses its bright colors and wriggling movements to attract potential predators. Once it is attacked, the popo latches on tightly, extruding small barbs which allow it to draw bloody sustenance from its would-be attacker. Even the strongest or most agile creatures find it difficult to rid themselves of a popo once it has latched on.

Tactics Popos are simple creatures who live in ‘clusters’ which generally range from 4-10. Often, members of a cluster will hunt separately. But when threatened, the creatures demonstrate remarkably unity by gathering together, and moving in union. In doing so, they cover a larger surface area than a single popo would, making it more difficult for attacks to avoid getting their feet entangled.

Design Notes I’m experimenting with mechanics which have ‘absolute’ results in this game. Above, you saw how the skeleton is almost completely immune to piercing weapons (as opposed to Pathfinder, where skeletons have DR/bludgeoning). The popo is another example of a mechanic with an absolute outcome: if the popo enters the same area as a PC, that PC is entangled. No saving throw or chance to avoid it. The player’s best chance to avoid being entangled by a popo is to deprive the monster of the opportunity in the first place.

You might note that all of the attacks mentioned deal a set amount of damage, rather than a dice range. At present, the game uses different rules for monsters and players in this regard. On the one hand, monsters can have any number of HP, and player weapons deal damage using a dice range. Players, on the other hand, start with only 3 HP, which can be increased one at a time by adventuring, and discovering magical items which allow them to resist wounds beyond what a normal human could sustain.

I don’t really like that method very much, but it’s what I’m working with for now.

Taking a Look at Called Shots

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Everyone who has played a tabletop RPG, loved the concept, and thought to themselves “Hey, I bet I could make a better system than that!” has come up with at least a few of the standard newbie ideas. These are the ideas that sound really good, but the trick is finding a way of putting them into practice in a tabletop environment. I was guilty of more than a few of these myself. If I ever find the notes for my Metal Gear Solid RPG, I’ll prove it to you. Many of the thoughts new players have revolve around injecting a higher level of ‘realism’ into the game, particularly with regards to combat. And while there are certainly some very good games with more realistic combat than D&D, it’s important to realize that abstraction is a gamer’s friend. Pointless realism can make an RPG about as exciting as doing your taxes.

One idea in particular I’ve heard a few times is separating a person’s body into segments. Something like left arm, right arm, left leg, right leg, torso, and head, each with their own hit points, armor class, etc. I won’t say that no game has successfully pulled this off before, because there are a lot of games I haven’t played. But, in my experience, where this idea always fails (and where most realism ideas fail) is in formulating simple mechanics. This level of realism implies a lot of complexity which can’t easily be made gameable.

But just because it’s not easy doesn’t mean it’s impossible, right? In the system I’m currently working on, I have two design goals which are relevant here. First, the game should be simple for the GM, and extremely simple for the player. The way the it’s taking shape right now, a GM should be able to completely explain character creation to a new player within about 5 minutes, after which the actual characters should be generated in half that time. The other relevant design goal is that I want to encourage mythical battles, where players must tailor their tactics to suit the creatures they are facing.

To that end, I’ve been thinking a lot about monsters with “weak spots.” There’s tons of literary precedent for that kind of thing. Such as Bard the Bowman firing his black arrow into the tiny area of Smaug’s belly where a single scale was missing. Or Odysseus and his crew ramming a spear into the eye of the Cyclops. I like the idea of a game where monsters are often completely immune or at least extremely resistant to standard forms of attack. A game where the players need to think: should we just attack the creature straight out, or should we attack its legs to see if we can slow it down? Pathfinder does this somewhat with DR, SR, etc., and older editions of D&D did it more so with monsters who couldn’t be hurt by weapons below a +X bonus. But I’d like to see a game where player skill could be used to overcome these difficulties, rather than simply needing better equipment.

I flipped through a mental catalog of ideas for how this could be accomplished, and came up with a few options. The one which stood out to me the most was using a type of called shot system. You may be familiar with this concept, as it often shows up in a splat book, or house rules. At its core, the idea is that instead of making a standard attack, the player indicates they’d like to attempt hitting a particular part of their enemy, in exchange for taking a penalty on their attack roll. It’s pretty simple, and when combined with GM rulings, I think it could work well at the center of a combat system.

So, what about a gradient of called shot difficulties which each increase AC by a certain amount, tied to the difficulty class? Using 3-5 levels of difficulty should keep things simple enough to prevent combat from being slowed at all. Additionally, if the rules can attach plenty of examples for each difficulty class, it would help GMs get a good picture of how real-world difficulty translates to mechanics, allowing them to make on-the-fly rulings without needing to consult the book. Consider, as an example:

Easy Shot, +3 AC: Arm, Leg. These are on the outside edge of a human combatant’s defenses, making them a simple target.
Moderate Shot, +6 AC: Belly, hand, head. These are smaller areas, or they are on the inside of a human combatant’s defenses, making them somewhat more difficult to hit.
Hard Shot, +9 AC, Finger, Eye, Mouth. These are really quite small areas, which would be difficult to hit even if the target was standing still.
Impossible Shot, +12 AC, eyes behind a visor. These would be impossible for any standard combatant to hit. It would be a great feat of luck or skill to accomplish this.

On a successful hit, the GM could decide based on the damage dealt relative to the creature’s total HP, what the result of the attack is. If the adventurer makes a called shot to an enemy’s sword arm, succeeds, and rolls 10 damage, the results of that could differ based on what percentage of the enemies’ total HP that 10 damage represents. For a foe with 100 hit points, 10hp is not a significant amount. It would be deducted from the enemy’s current HP normally, but would not have any additional effect. For an enemy with 50 HP, dealing 10 damage to their sword arm might give them a penalty to future attack rolls, or they might need to roll a saving throw to avoid dropping their weapon entirely. For a creature with only 11 HP, 10 damage to the arm would lop it clean off.

Bear in mind that there should be no exact or expected result here. The common sense of the GM should be the only deciding factor for the effects of a called shot. Nor should the damage be treated as cumulative. Each called shot to a certain area should be considered separately from any previous attacks against the same area. If the player wants to worsen damage which has already been done, then they’re not aiming for the monster’s arm, they’re aiming for the wound which is on the arm. That’s a much smaller target, and hitting it would be at least hard, if not impossible during the jostling of combat.

Aside from the on-the-fly rulings, monsters could have special weaknesses listed in their monster entry. A giant insect’s wings (easy shot) could take double damage from fire. Or a slime monster could be completely immune to damage unless you make the hard shot of hitting the brain which floats inside of its goo. Furthermore, creatures could have particularly strong defenses on areas which adventurers might commonly think to attack. A monster with giant eyes would probably need extra-tough eyelids that grants its eyes greater protection than the rest of it.

It’s just a thought experiment at this point, but I’m growing fond of using called shots as a central combat mechanic. Do you have any experience with a mechanic like this which could come in handy?

Investigating Ability Scores

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When you sit down to create an entirely new RPG from scratch, where do you start? I don’t know if there’s a particular method used by more experienced game designers, but the handful of times I’ve attempted it, I always start in the same place: how does the player create their character? It’s the closest thing to a ‘logical’ starting place that I can think of. Nearly every mechanic in every RPG I’ve ever looked at relates either to how the characters can affect the game world, or how the game world can affect them. And since the character needs to exist before it can affect or be affected, it seems like that’s the best place to start. So when I began making notes for the game system I mentioned yesterday, that is what I did.

From there, I chose to start with the most fundamental building block of a character: ability scores. I’m sure there’s a system out there where characters don’t have any of ability scores, and it might be really good. But, for my purposes with this game, ability scores seem like the best way to go. Then came my first real decisions: how many ability scores, what do they represent, and how are they generated?

I am most familiar with the D&D base ability scores. There are six of them: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Numerous methods exist for determining the numbers associated with each ability, but all of them are just permutations on the original. The player rolls 3d6, six times. The basic score is a number between 3 and 18, weighted heavily towards scores of 10 or 11. When you look at OD&D or AD&D, it’s very clear why ability scores were set up this way. Rolling 3 dice makes the minimum and maximum scores very unlikely, so when a 17 or 18 is rolled, it’s a cherished event. Hell, I got excited when my OD&D Magic User Higgins rolled a 16 Intelligence. The maximum score of 18 also plays beautifully into the original “ability check” mechanic, where a player rolls 1d20 and compares it to the ability score they’re attempting to use. If the result of the d20 roll is less than or equal to their ability score, whatever they’re attempting succeeds. I love the way this mechanic makes the specific number of a character’s ability score significant, while also retaining an absolute 10% failure chance.

Modern versions of Dungeons and Dragons–including Pathfinder–retain the basics of this system, but have lost everything which made the systems elegant. By using larger dice pools, the game removes the rarity of high or low numbers. There are racial ability bonuses which can easily increase a character’s score to 20 at first level, and even extra ability points given to characters at every 4th level. This would kill that consistent 10% failure chance, if the ability check mechanic hadn’t been dropped in favor of rolling against a target number. As I understand it, D&D 4th edition dropped the die rolling aspect of  entirely, using a ‘point buy’ system instead. The ability score range of 3-18 seems like nothing more than tradition at this point.

After seeing this example of a mechanic being used in a game where it doesn’t fit any longer, I wanted to make sure I didn’t just copy the system I was most familiar with. I needed to properly explore my alternatives, and thoroughly examining why a particular system was the right choice for this game. (Incidentally, this concern is what prompted me to question Reinventing the Wheel.) And what better way to explore my alternatives was to grab every game sourcebook I own, and look at how they handled ability scores, presented in no particular order.

Note that these are specifically from books I own, and not an exhaustive investigation into every system of ability scores ever used. I’ve also excluded the Adventurer Conqueror King and Dungeon Crawl Classic systems, since they both use a system based heavily on oldschool D&D.

The Deadlands RPG published in 1996 (which I picked up at a garage sale about a year ago, but have not yet taken a serious look at) has a whopping 10 ability scores, divided into two groups. There are the “Corporeal Traits,” which include Deftness, Nimbleness, Quickness, Strength, and Vigor; and the “Mental Traits,” which include Cognition, Knowledge, Mien, Smarts, and Spirit. Having not played the game it seems unfair to judge, but some of these seem awful similar to me. Deftness is defined as “Hand-eye coordination and manual dexterity. Great for shooting holes in things.” and Quickness is defined as “Reflexes and speed. Draw, pardner!” I get that there’s a difference, but is it really significant enough to add additional complication to a tabletop game? I would need a lot of convincing.

Ability scores are determined by drawing from a standard deck of playing cards, with the two jokers included. You draw 12 cards, discard 2. You then assign each card to one of your ten scores. The card is then compared to a chart. The number on the card determines which type of die you roll in association with that ability score, while the suit determines how many of that die you roll.

The game has a wild-west setting, so using playing cards as a mechanic makes sense. Aces & Eights did the same thing. But really it’s just a fancy method for assigning dice to abilities, and that idea has always interested me. The difference between having a 1d4 Strength and a 1d12 dexterity is a lot more interesting than the difference between a -2 Strength and a +4 Dexterity in Pathfinder.

The Serenity RPG was the first game I bought after D&D, but I still haven’t had the opportunity to play it! I blame none of my friends being big Firefly fans. And maybe it’s just as well–I’ve heard that the system is horribly broken.

Like Deadlands, the attributes in the Serenity RPG are die types, rather than numbers. Before play begins, the group selects which “heroic level” they’d like to play at, choosing from “Greenhorn,” “Veteran,” and “Big Damn Hero.” Each of the heroic levels has a different number of “Attribute Points” which are spent in creating a character. Again, they are divided into physical and mental, but with only 6 instead of 10: Agility, Strength, Vitality, Alertness, Intelligence, and Willpower. Dice are purchased for each of the scores, with each die costing a number of points equal to the number on its highest face. (A d6 costs 6 points, a d8 costs 8, etc.)

Personally, I’m not a fan of point-buy systems. I see their value as a means of balancing characters, but I find it far more fun when characters have a chance of being unusually flawed or gifted. None the less, I still like the dice idea. It’s something to think about.

Earthdawn is another system I picked up at a garage sale and never took a really look at. It appears to be more of a storytelling game, which is not my forte. Again it uses a sort of “point buy” system, ranging from 2-18, with the lowest numbers actually adding points to your pool if you take them. It also has an alternative method allowing characters to roll 3d6 for their scores. The actual scores are similar to D&D as well: dexterity, strength, toughness, perception, willpower, and charisma.

Whatever other interesting elements the game might have, it’s not particularly useful for this exercise.

Star Trek: The Next Generation RPG is notoriously bad. I couldn’t not buy it when I found it at a used book store a few years back, just for the sake of morbid curiosity. I’m honestly having a difficult time even understanding how this works. From what I can tell, there are actually only 5 attributes, which range from 1 to 5 for humans, and each attribute has two “edges” which a character can be particularly strong or particularly weak in. I honestly can’t decipher how this works by flipping through the book, but it seems similar to the WEG Star Wars RPG, which I’ll discuss below.

Gangbusters (first edition, 1982) has some seriously strange ability scores. It looks like each character has Muscle, Agility, Observation, Presence, Driving, and Luck. But each is rolled differently! For muscle, agility, and observation, the player rolls a percentile die. Modifiers go from +0 to +25, with a lower roll being better. The presence score is just rolled on a D10, with modifiers from 0 to 2. The driving score is the average of your agility and observation scores, and the luck score is just a percentile dice divided by two.

This is a mess. I don’t think there’s really any way to redeem it within the system’s mechanics. Though again, I should probably play it before I pass judgement. (If you haven’t figured it out: I own a great many systems I’ve never had an opportunity to play!)

I picked up the Batman Role Playing Game a little over a year ago because I found it at a used book store and was curious. Unlike some of the other RPGs I’ve picked up second had, I took a very serious look at it. My ladyfriend is a huge batman fan, and I had some fun ideas for a campaign where the players started out as thugs in Gotham city, constantly hounded by Batman. Unfortunately, I discovered that it was the worst system I’ve ever laid eyes on.

But lets stick to the attributes. This game has a nine of them. When I first read it, that seemed extremely excessive. But then, I hadn’t read anything about Deadwood yet. The attributes make up a cross-section, which I do find somewhat interesting. Three attributes are physical, three are mental, and three are spiritual. Of those, one in each category is an “Acting/Opposing” attribute, one is an “Effect Attribute,” and one is a “Resistance Attribute.” Once again, point-buy is used during character creation, so this isn’t of particular interest.

The Mouse Guard Roleplaying Game is god damned beautiful. It is based on the Burning Wheel role playing system, which I’ve had no prior experience with. Despite appearing to focus more on storytelling than gaming, the system is very interesting and I would like to learn more about it.

The game doesn’t have ability scores in the traditional sense, but it does have Nature, Will, Resources, and Circles. These can used and depleted through play, however, so perhaps this would be a good example of a system without ability scores.

Shadowrun, 1st edition, has 8 attributes for most characters, but has a 9th if the character is a magician. In some ways, this seems like a poor design choice to me. The purpose of ability scores, as I view them, is to be the most basic, fundamental, and universal expression of what a character can do. An Orc Barbarian who cannot cast spells still has an Intelligence, Wisdom, and Charisma score.

But, on the other hand, I can see this making a certain amount of sense in a setting where mystical abilities are completely inaccessible to those who were not born with them.

The way attributes are generated is also interesting. It’s a point-buy system, with some complexities that are a little reminiscent of Gangbusters, but much more refined. There are five columns to choose from in creating a character from scratch: Magic, Attributes, Skills, Tech, and Race. The player is given five importance ratings, 0 through 4, and they must assign one rating to each of the five columns. They will receive more or less resources in each of the five categories, depending on how important they rate them. Giving attributes an importance rating of 0 gives you 15 points to spend, while an importance rating of 4 gives you 30 points.

The six physical and mental attributes can each range from 1 to 6 for humans. The three mystical attributes each work a little differently. All characters start with an Essence of 6, which decreases as they add cyberware implants, or if they are healed improperly. Reaction is the average of Quickness and Intelligence, but is also reduced by cyberware implants.

Magic rating is the ninth attribute which only magic users posses, and I don’t actually understand why it exists based on these rules. It starts at 6, and “declines with essence rating.” I can’t figure out why they would need a seperate ability if–by all appearances–magic should always be equal to essence. But as I’m not intimately familiar with the system, I’m sure there’s something I’m missing.

Traveller (2008, Mongoose) has one of the coolest character creation systems ever, wherein the players must make a number of decisions and roll on a number of charts to generate their character’s entire lifetime prior to the point that play begins. Rolling the six basic ability scores, however, is straightforward. Roll 2d6 six times and assign them in any order. It’s simple, but works.

I like the idea of using two dice to generate an ability score rather than 3. The roll is still weighted towards the center, but both high and low scores will be more common.

And lastly, we come to the West End Games Star Wars Role Playing Game. I love this game. And, as it turns out, I’ve written about its ability scores before. So if you don’t mind, I’ll just quote myself:

WEG Star Wars characters have six basic attributes; Dexterity, Knowledge, Perception, Strength, Mechanical, and Technical. Each of these has a certain number of six sided dice attached to it during character creation. (WEG Star Wars only uses six sided dice.) For example, a human character gets 18 dice total, and has a minimum of 2 dice and a maximum of 4 dice in each of the six attributes. After filling the minimum requirements, players have 6 dice to spread between their six abilities. Once in play, any action which requires a roll will be associated with one of the six abilities, and the player gets to roll however many dice they allocated for that attribute. For example, hitting something with a blaster requires the ability to aim the blaster accurately, so you would roll your dexterity. If you went ahead and maxed out your dexterity, then you’d be able to roll 4d6 against your opponent’s dodge. And if he or she rolls lower than you did, the blaster bolt hits! And given how dangerous combat is treated in this game, there’s a good chance getting hit by that blaster bolt killed them.

There’s also a skills system for more specific tasks. Each character starts out with 7 dice to apply to skills. So even though you have 4 dice in dexterity, you could put another 2 dice in the Blasters skill, and be able to roll a whopping 6 dice whenever you try to hit somebody. Dice can also be split up. Each die counts as 3 “pips,” which is WEG’s code for bonuses. Essentially, if you’ve put 2 skill die into blasters, 3 into medicine, and 1 into starfighter piloting, and can’t decide where to put your last die, you can just break it up. Add a +2 to starfighter piloting (making the skill 1d6 + 2) and a +1 to blasters.

The system is elegant, and beautiful. Despite using what is essentially a point-buy system, it doesn’t feel bogged down with number crunching, nor do you ever feel obligated to build an “optimized” character.

This has been a weird post. When I started it, my intention was to examine all of these different game systems, and figure out how their use of ability scores could be adapted to the game I’ve been working on. Instead, I’ve really just listed all the different systems I found next to one another, with some commentary attached.

This might be a bad post…but it doesn’t seem bad to me right now, at 1 in the morning. Maybe I’ll feel differently later, but I’ll let you be the judge.

Reinventing the Wheel

If you haven’t yet, there’s only 7 days left to fill out the first annual Papers & Pencils survey!

During my spare time for the last few days, I’ve been working on a new game system. It’s not a particularly ambitious project, nor am I taking its development very seriously, but I was struck by inspiration and have enjoyed putting those ideas down on paper. Whether or not I’ll ever finish this project, I don’t know, but for the time being it has been an entertaining process. Going through the motions of putting an entire system together from scratch has given me a new appreciation for the challenges involved, and raised a few questions I don’t think I would have considered previously.

Many of the mechanics I’ve come up with for this game are unique in my experience. I’ve never played another game where all spells are equally powerful, or where additional hit points are gathered as treasure. I’m not saying nobody has ever done it before, I’ve just never seen it myself. For a lot of mechanics, I have specific ideas about how they should work, and how I will adapt them from my source material. For other mechanics, however, I…well, don’t.

Take combat, for example. There’s something you want to kill, so you attack it with a weapon. This is a fundamental part of fantasy adventure games, and most everyone would agree that it requires a resolution mechanic. Unless you want to stand up from the table and start LARPing, you need a standardized procedure to easily determine the success or failure of an attack. Personally, I’m from the school of thought which says that since war is chaos, a wide variance of random probability is appropriate when determining the success or failure of an attack.

I’ve seen this handled a couple different ways in the various games I’ve played, but I am most familiar with the method D&D, and later Pathfinder, have used since their beginning. Every player and NPC has an ‘Armor Class’ number representing how difficult they are to hit. The attacker must roll a twenty sided die, and if their result is equal to or better than their target’s AC, the attack is successful and damage can be rolled. Various editions have had more or less complexity on top of this basic system, but the fundamental mechanic has remained unchanged from the early days of OD&D. Why change what works, after all?

This is one of the problems I’ve encountered while developing this game. For some things, including conflict resolution with regard to attacks, I don’t have any ideas better than the ones which have been used in D&D for decades. And while I wouldn’t go so far as to call using D&D’s attack roll system ‘plagiarism,’ there is something that feels wrong about it. If I use a mechanic someone else came up with, without adapting it to make it my own, then am I really making my own game, or am I just regurgitating something that already exists with a few superficial tweaks?

It’s not as though it would be difficult to come up with a reasonably unique mechanic, either. Just off the top of my head I can think of a few different ways to handle this kind of conflict resolution. The attacker and the defender could make opposed rolls, which would increase the chaos of battle. I could replace the 20 sided die with a 30 sided die. Perhaps the attacker doesn’t even make a ‘to hit,’ roll. Every attack immediately results in a damage roll, and every character has a minimum amount of damage which must be rolled in order to hurt them at all. Or perhaps “defense” and “attack” numbers are static, and can only be modified with clever tactics described to the GM. Give me 30 minutes and I’ll give you a dozen more ways it could be done.

But would any of them be better?

I would have to be stupid to be different, simply for uniqueness’ sake. It’s possible I’ll think of a mechanic which better suites the tone aiming for than the D&D attack roll does. It’s also possible that I won’t, and if that happens, then why should I shoehorn something different into the game just so I don’t feel as though I’m being derivative? I believe that every choice made in game design should be made because the designer believes it improves the way the game plays. I can’t think of any other consideration which matters at all by comparison.

True as that may be, however, it doesn’t stop me from feeling bad when I lift something wholesale from another game. Even a game as time honored as Dungeons and Dragons.